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Who What Now
Sep 10, 2006

by Azathoth
Tarnier Nackle



"The sun's warmth is a gift." Tarnier said over his shoulder to Kalina. "Albeit perhaps one given too generously at times." He adds after a moment's thought. Not that he feels it, his prayers that morning keeps him from suffering the worst of the heat, a necessity with the many layers and padding of his armor. That isn't the only blessing the sun has seen fit to grant him, however, as a ghostly star orbits around him. Tik had asked him about it, and the cleric had only smiled and called it 'protection'.

Not for the first time Tarnier wonders about his newfound companions. They claimed to be men and women of virtue, searching for wrongs to right and evil to be brought to the light of justice, but he was beginning to think that wasn't wholly accurate. Not that any of them appear to be bad people, but...

Directly behind Tarnier is Brynjolf and Talidar. The former reminds him of some of the Paladin-Knights of his order, physically strong and supremely confident and with every reason to be. The man appears to be dependable, and hasn't let the cleric down yet. But Talidar concerns the cleric. The man's powers are dark, sinister. Tarnier has been warned against such things, and though Talidar hasn't yet shown himself to be a man of ill intent, Tarnier nevertheless keeps his distance.

Further back were the women, Kalina and Veritas. Kalina is strange, flighty and capricious, but with a good heart. Perhaps she is a bit forgetful, but Tarnier does not hold it against her. Veritas, on the other hand, seems almost cold and reserved to the priest. He can't say he knows much of anything about her yet, despite a few attempts to discuss matters of magic with her.

And finally there is Tik, the only member of the party shorter than Tarnier himself. He was embarrassed to say that when first meeting the goblin Tarnier thought him an enemy, a thief or killer. After trying to smite the little scrapper, and apologizing profusely, Tarnier discovered he quite liked the diminutive man. He finds the goblin to be humorous and possessing of a good heart.

If nothing else, Tarnier's tale will be among the most interesting of his order's history.

_____________________


"They come!" Shouted the sentry up in the temple's tower. And sure enough, in the distance, a score or more of goblins atop wargs could be seen, moving quickly towards the temple for the Order of the Rising and Setting Sun. Dame Lorin, Paladin-Commander of the temple, turned towards her brothers and sisters, perhaps ten in all.

"Steel yourselves, Shining Ones." She said, "For in a moment we go out to meet them. They think we are easy prey because we are few and they are many. Let them believe that! Let them believe falsely in their assured victory. For we have strength of our faith! Of our conviction! And none is stronger in that faith than our Brother here with us. Brother Tarnier, lead us in blessed prayer."

As one the members looked towards the back of the group where small, thin Brother Tarnier stood proud, chin held high and eyes unafraid. He didn't possess the talent for war or the strength of arm that his brothers and sisters might, but his belief in their holy Order gave him another strength. Few people could manifest their faith as easily or as strongly as he. He bowed his head, and the others did as well.

"Let us become as the blessed sun above. As quick as the dawn's lights across the land. As bright and true as the noonday. As fierce and burning as the sunset."

The prayer continued, and each paladin and priest felt the strength of Tarnier's convictions become their own. Armor felt lighter, hands swifter, arms truer, thoughts clearer. Tarnier himself nearly blazed with holy power, before it dimmed to a mere unearthly glow as his prayer ended. Their faith would guide them, just as it guided their brother in all things, and with that power they could not be felled. And with a roar the gates opened and the Order charged as one to meet the wargs.

________________

To say that the journey had been going poorly thus far would be too close to a lie for Tarnier's tastes. His fellow priests and knights had warned him that he was perhaps too naive to make the Pilgrimage of the Sun, to travel ever westward until he completed some great deed that honored the sun. It would be difficult and dangerous, and his blessings might not be enough on their own, they had said. But Brother Tarnier persevered, determine to make the journey and return home with honor and prestige.

That had been two months ago. A mere week after he had began he was robbed, a trio of bandits surprised him, tackled him to the ground, stole his purse from him, and fled into the thick of the woods before the priest could even get back up. Tarnier had been too embarrassed by what had happened to turn back, and so persevered.

He had stopped in a town in Elsir Vale and tried to remake a few of the coins he had lost offering his healing prayers. After a few days of helping the people of the town, Tarnier decided to stay awhile longer, preaching on a street-corner and still offering his magic to those in need. And it was while he was sermonizing to a tiny congregation that he was approached be a strange pair, offering to buy his services on retainer. The priest asked if they were adventurers on a brave and noble quest to bring the light of justice to the dark corners of the world.

After a brief moment convening with one another the pair had said, "Yeah, sure, let's go with that."

How could Tarnier refuse?


pre:
Tarnier Nackle
LN Human Cleric 6

Strength 	 8 (-1) 
Dexterity 	10 (+0)
Constitution 	12 (+1)
Intelligence 	11 (+0)
Wisdom 		20 (+5) = 17 + 1 (Level 4) + 2 (Magic)
Charisma 	16 (+3)
	
HP: 35/44

Speed: 20'

Armor Class:    23 = 10 + 10 (Armor) + 3 (Shield)
   Touch AC:    10
   Flat-footed: 23

Initiative modifier: +0 = 0 + 0 Dex

Fortitude save:      +6 = 5 + 1 Con
Reflex save:         +2 = 2 + 0 Dex
Will save:           +10 = 5 + 5 Wis

Attacks:

+1 Morningstar -     +10, 1d8 x2 (B, P)

Languages:	Common, Goblin

Feats:

Human Bonus -   Extend Spell

Character 1st - Persistent Spell

Character 3rd - Divine Metamagic [Persistent Spell]

Character 6th - Intuitive Attack


Skills:

Concentrate:          +10 = + 9 Ranks + 1 Con
Heal:                 +14 = + 9 Ranks + 5 Wis
Knowledge [Religion]: +9  = + 9 Ranks + 0 Int

Abilities:

Turn Undead: 6/day

Domains:

Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you 
possess, you can act normally regardless of magical effects that impede
movement as if you were affected by the spell freedom of movement. This effect 
occurs automatically as soon as it applies, lasts until it runs out or is no 
longer needed, and can operate multiple times per day (up to the total daily 
limit of rounds). This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Travel Domain Spells:
1 - Longstrider: Increases your speed.
2 - Locate Object: Senses direction toward object (specific or type).
3 - Fly: Subject flies at speed of 60 ft.
4 - Dimension Door: Teleports you short distance.
5 - Teleport: Instantly transports you as far as 100 miles/level.
6 - Find the Path: Shows most direct way to a location.
7 - Greater Teleport: As teleport, but no range limit and no off-target arrival.
8 - Phase Door: Creates an invisible passage through wood or stone.
9 - Astral Projection: Projects you and companions onto Astral Plane.


Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead 
in place of a regular turning. The greater turning is like a normal turning 
except that the undead creatures that would be turned are destroyed instead.

Sun Domain Spells:
1 - Endure Elements: Exist comfortably in hot or cold environments.
2 - Heat Metal: Make metal so hot it damages those who touch it.
3 - Searing Light: Ray deals 1d8/two levels, more against undead.
4 - Fire Shield: Creatures attacking you take fire damage; you’re protected  from heat or cold.
5 - Flame Strike: Smite foes with divine fire (1d6/level damage).
6 - Fire Seeds: Acorns and berries become grenades and bombs.
7 - Sunbeam: Beam blinds and deals 4d6 damage.
8 - Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 - Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Spells Per Day

0 - 5

1 - 5+1

2 - 4+1

3 - 3+1

Items:
  • Periapt of Wisdom +2 (4,000gp)
  • +2 Full plate (5,150gp)
  • +1 Heavy Steel Shield (1,000gp)
  • +1 Morningstar (2,000gp)
  • Wand of CWL [Charges 50/50] (750gp)
  • Scroll: Sanctuary (25gp)
  • Scroll: Jump (25gp)
  • Scroll: Bless (25gp)
SAG

quote:

Prepared Spells

0: Light, Light, Summon Holy Symbol, Detect Magic, Mending

1st: Bless, Bane, Protection from Evil, Divine Favor, Command D: Endure Elements

2nd: Hold Person, Bull's Strength, Sun Bolt, Sun Bolt D: Heat Metal

3rd: Divine Retribution (Persistent), Mass Lesser Vigor, Create Food and Drink D: Fly

Who What Now fucked around with this message at 18:42 on May 23, 2016

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Who What Now
Sep 10, 2006

by Azathoth
Tarnier Nackle

"With no sun there would be no barley or hops with which to brew ale, Bryn." Tarnier says without turning around, a grin on his face. "No grapes for wine, or fruit for schnapps. Not even any grains for vodka. I'm not sure I'd like to live in a world without any of those."

Who What Now
Sep 10, 2006

by Azathoth
Tarnier Nackle

As Tik and Brynjolf cry out warnings Tarnier silently berates himself for not paying more attention. The cleric fumbles for his shield and weapon and scans the trees for enemies.

Initiative: 1d20 9

pre:
HP: 44/44       Fort: +6           AC: 23
Init: +0         Ref: +2        Touch: 10           
Speed: 20'      Will: +10          FF: 23
 
+1 Morningstar -     +10, 1d8 x2 (B, P)

Divine Retaliation: When struck by a melee attack, ghostly Morningstar
automatically makes retributive attack as follows:

Divine Morningstar - +11, 1d8+7 x2 (Force)

Who What Now
Sep 10, 2006

by Azathoth
Tarnier Nackle

Tarnier lets out a grunt of pain as an arrow slips between his legs plates and pierces into the flesh underneath, but doesn't let it distract him. Reaching down he snaps off the protruding end so it won't restrict his movement any more than it already is and looks around to take stock of the situation. Bryn and Tik have the flanks covered, leaving a towering hobgoblin to attack Veritas. Hefting his shield and weapon, Tarnier rushes to her side, slapping a hand to her back to infuse her with healing magic before taking a defensive stance.

"<Face me, spawn of a coward, if you have the loins for it!>" he spits in the goblin tongue to the hob.

Moving to K13, and casting a spell (Cast Defensively DC 17, Cast Defensively: 1d20+10 20 no longer needed) to cast Cure Moderate Wounds on Veritas to heal for Cure Moderate Wounds: 2d8+6 17 Hit Points.

pre:
HP: 35/44       Fort: +6           AC: 23
Init: +0         Ref: +2        Touch: 10           
Speed: 20'      Will: +10          FF: 23
 
+1 Morningstar -     +10, 1d8 x2 (B, P)

Divine Retaliation: When struck by a melee attack, ghostly Morningstar
automatically makes retributive attack as follows:

Divine Morningstar - +11, 1d8+7 x2 (Force)

Who What Now fucked around with this message at 16:25 on May 24, 2016

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